Twilight Struggle

Twilight Struggle

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Superman Aug 1, 2016 @ 5:00am
Wargames should be removed
Because isn't late game about US getting stronger and USSR weaker? And when USSR have 7 points and USA however has full map control and now must use scoring card, then USSR uses wargames and win game instant. It's kinda lame you know

USSR is stronget at start, US stronger at end but what is the point of this when there is no end game since you can end game at end of mid war...
meh
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Showing 1-9 of 9 comments
moss_icon Aug 1, 2016 @ 5:01am 
If that's the situation, US needs to be more careful about letting Defcon approach 2. You know it's coming, prepare for it.
Superman Aug 1, 2016 @ 5:05am 
Originally posted by moss_icon:
If that's the situation, US needs to be more careful about letting Defcon approach 2. You know it's coming, prepare for it.
Um what? It's always defcon 2 a whole game and USA cannot prevent this. When late game begins, then USSR uses first turn as coup and turn defcon 3 into 2 at very first round. So there is nothing that US can do when USSR always put defocon 2 at start of his first turn
h4nn1b4ll Aug 1, 2016 @ 5:17am 
Use the AR6/7 of every turn to pressure UDSSR with Voice of America, 4 ops Cards etc. It's crucial to use it to steal the initiative. Of course, if your hands were bad, there is nothing you can do about it.
Superman Aug 1, 2016 @ 5:21am 
Originally posted by Chilli:
Use the AR6/7 of every turn to pressure UDSSR with Voice of America, 4 ops Cards etc. It's crucial to use it to steal the initiative. Of course, if your hands were bad, there is nothing you can do about it.
Well it does not matter since wargames won't count scoring map when card is used. wargames only count what number is top. 7 or higher = instant win.
Enemy can have full control over africa, asia, europe, a whole map but as long enemy score is 7 and uses wargames, it's loss for player who had full control over world but had no vps
rin Aug 1, 2016 @ 5:49am 
Originally posted by Superman:
Well it does not matter since wargames won't count scoring map when card is used. wargames only count what number is top. 7 or higher = instant win.
Enemy can have full control over africa, asia, europe, a whole map but as long enemy score is 7 and uses wargames, it's loss for player who had full control over world but had no vps

https://boardgamegeek.com/thread/505930/war-games-card
https://boardgamegeek.com/thread/718827/removing-war-games-what-effect-gameplay
https://boardgamegeek.com/thread/919184/how-do-you-interpret-events-war-games

Debate over a game of chess can be difficult but do consider why the creators of the game had it in the first place. Discussions were already held 6 years ago.

Originally posted by TS rules, pg 25:
WARGAMES — (1956 – 1995) Brinksmanship was a term coined by John Foster Dulles to describe a policy of coming close to war, without falling into the abyss. At different times, during different crises, this policy was pursued by both superpowers. However, there was always the danger that brinksmanship could turn the “cold” war, hot. Additionally, brinksmanship encouraged a nuclear posture of “launch on warning.” Game theory demanded that if your opponent were launching a massive nuclear strike, you would have to launch your own weapons before they could be destroyed in their silos. These doctrines shortened reaction times of world leaders from hours to minutes. On November 9th, 1979, the United States made preparations for a retaliatory nuclear strike when a NORAD computer glitch indicated an all-out Soviet strike had been launched. As recently as 1995, Russia mistook a Norwegian scientific missile launch for an attack, and Boris Yeltsin was asked to decide whether or not to counterattack.
moss_icon Aug 1, 2016 @ 8:21am 
Originally posted by Superman:
Originally posted by moss_icon:
If that's the situation, US needs to be more careful about letting Defcon approach 2. You know it's coming, prepare for it.
Um what? It's always defcon 2 a whole game and USA cannot prevent this. When late game begins, then USSR uses first turn as coup and turn defcon 3 into 2 at very first round. So there is nothing that US can do when USSR always put defocon 2 at start of his first turn

There are a few cards you can use to get Defcon higher. Anyway, read this:

https://twilightstrategy.com/2013/01/07/wargames/
Superman Aug 1, 2016 @ 8:40am 
Originally posted by moss_icon:
Originally posted by Superman:
Um what? It's always defcon 2 a whole game and USA cannot prevent this. When late game begins, then USSR uses first turn as coup and turn defcon 3 into 2 at very first round. So there is nothing that US can do when USSR always put defocon 2 at start of his first turn

There are a few cards you can use to get Defcon higher. Anyway, read this:

https://twilightstrategy.com/2013/01/07/wargames/
I read but usually there is no cards in late game that help defcon get higher. When i'm USSR, i always put defcon 2 to prevent enemy win and if he turn it higher then next is USSR turn once again which lead to defcon 2 again.
Benkyo Aug 1, 2016 @ 2:50pm 
I don't know why everyone is focussing on DEFCON.
You know Wargames is in the deck, so sacrificing VP for board control is a huge risk going into the late war. If you don't want to take that risk, you have to go for VP over board control. If you never had the option, or if the VP gap is too great, then you might lose anyway. That's the game. Enjoy the tension or play something else.
h4nn1b4ll Aug 2, 2016 @ 3:30am 
Signed.

Wargames covers the aspect to sore VPs above all else. Having region control is just another way to score VPs. But you MUST score VPs, which is the essence of the game.
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Date Posted: Aug 1, 2016 @ 5:00am
Posts: 9